Showing Posts For Kisses.1054:

D/D Viability in Dungeons

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Posted by: Kisses.1054

Kisses.1054

I have run most dungeons with same spec as shepe above (maybe different traits i didn’t check, favourite trait is the executioner one). I haven’t tried arah or SE. In the other dungeons it is viable.

On trash use shortbow, this should stop you dying from one hit aoe. Also there would be no point using dagger here anyway. Most boss fights you can go dagger on boss and do autoattack, cd, backstab rotation. If you can’t it usually means your group sucks (e.g. they are all standing at range doing poor dps and out of range of each other’s buffs and if u try to melee it will aggro you and cause issues)

Fights which are painful: the mesmer in TA. The stairs guy in hotw (it used to be safe to stand behind him and now he shoots stuff out of his rear end. I think. idk, maybe there was issues because no one was tankign him and he was turning). Another lame thing is the trash wolves at the start of coe: you will be stnading behind him backstabbing, then bam one shot. His leap hits behind him, it’s stupid. For whatever reason these are the things which stand out in my memory. other deaths were always from lag or impatience/laziness on my part. You probably won’t die appreciably more than your [other class] 80.

You can get a set of valkyrie and switch to it when u think u need more health.

Heal: use signet of malice most of the time. It will give you more heal output when you aoe. On fights where there is more downtime where you arent attacking use stealth e.g. cof magg bombs, cof magg last boss.

Utilities: I use the runspeed signet always since I like it, though it’s not particularly useful most of the time. Then the 2 dps signets if I think I can get away with it. Shadowstep, shadow refuge, smoke screen, ambush situationally. precision signet and shadowstep give u 2 cleanses if you are desperate. Precision signet seems bugged to not work properly.

(edited by Kisses.1054)

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: Kisses.1054

Kisses.1054

250 t6 mats…
or level 10 in a dungeon you can’t pug
ok.
if the other ascended follow this trend…
ANd yes they are better. Even if each individual piece is only slightly better, it adds up for a full set.
Add to this the ecto and t6 mat requirements have sent the prices of these mats soaring so that regular exotics are harder to come by for the non hardcore player.

Necro the new bunker

in Necromancer

Posted by: Kisses.1054

Kisses.1054

This is an interesting topic.
Lose the patronising tone though.

Condition pve build?

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Posted by: Kisses.1054

Kisses.1054

I would like people’s advice on whether the new Apoth gear is viable for a pve (dungeon and occasional WVW) condition spec thief. I don’t really know much about thief healing options so I got no idea. If it’s not worth it i will just go carrion.

Explain how the *bleep* we are to survive this?

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Posted by: Kisses.1054

Kisses.1054

To the OP, don’t worry about it. The responses you get are immaterial. If ANet does not respond to this adequately like Warhammer, then they too will be just another game that let a stealth class decimate their player base.

They will respond when it begins to affect their bottom line, you can count on that. Vote with your money and the rest will fall in line, or you can be like many others who went back to other games.

This since forever.
OP, don’t worry what these people say.

“u must be bad l2p” “it’s not OP because it can be countered” “u must be too glass cannon”

Seen this type of comment so many times before.

They have to nerf it or game population dies.

Due to other problems with game it will probably die regardless but this is one of many problems which make people quit. too high burst damage. not even thief specific tbh.

Autoattack DPS and cast times

in Necromancer

Posted by: Kisses.1054

Kisses.1054

Don’t just slap a condition on axe and call it done.

We’re sick of builds that leave stat distribution in an impossible place.

Currently it’s like this:

Use scepter and stack condition damage, but have death shroud be pointless.
Use scepter and stack power damage, usable death shroud, but terrible bleeds, be useless outside of death shroud.

Use dagger and need to be in melee usable death shroud (our only real competitive dps, by the way).

Use axe and do terrible dps, usable death shroud.

Use staff (well obviously this is required on every necro no matter the build/main weapon) — you either have a scepter main and your marks do pitiful damage or you use a power build and have the dot portion of the staff usage do pitiful damage.

Axe needs to be buffed…
We need to have another option.
Greatsword 900 range would suffice.
Sword main hand 900 range would suffice.
I don’t even care if it’s a pistol (main and off) — this is personally my favorite idea.

Or… you could go 20/30/x/x/x or 30/20/x/x/x and use rampager’s gear with Blood is Power, Epidemic, and a spectral utility with plague/lich/golem ult and stack about 12k of bleed damage then faceroll with dagger1 auto (since you’ll have about 10-13 stacks of might) and if you trait for might blast proc, you can end DS with about 15-18 stacks of might and autohit for 4k each on DS1 alone.

people keep min/maxing their toons and realize the classes aren’t meant to play that way.
Rampagers adds power/cond/precision with max attribute on precision. use http://wiki.guildwars2.com/wiki/Item_nomenclature for stat adding calculations

Of course you can hybrid to make condition and power damage both somewhat effective at the same time. You can do this on any class.

However in this situation you lose out on tough/vitality.

Unlike many of the other classes if we go power + (eitehr vit or tough) we lose out as deapee says.
If we go condition damage + (either vit or tough) we lose out.

Personally I simply don’t understand why sceptre AA damage is so weak since they nerfed the bleed duration. Perhaps they should have increased the power damage of it when they nerfed it? I look at things like dagger, pistol on thieves, or rifle, sword on warriors and it just pisses me off. Higher bleed duration, higher dd.. hmm ok.

DS bleed on the teleport is just some bandage they added last minute before release. It’s obviously not well thought out (it puts you in melee range when you should be kiting) and apart from that DS is very poor for condition spec. You can’t stay in DS as long as you would like because your dps in it sucks and you can’t apply pressure, which hurts you defensively imo [not as good to use it to bridge heal cooldowns since u just cant apply decent pressure].

Add to this the axe damage, again, is too low. Another change they made (perhaps they nerfed it because 2 damage was very high, or it was aoe, or vulnerability worked differently,) and never adjusted it to compensate later.

Now staff. I feel they need to do something with the autoattack so that you can hit objects more than 900 away from you. Maybe even 900 is an underestimate. Additionally, imo, the marks should all be hitting as hard as mark 4 to make them more effective in a power build as their damage is weak. And they should probably all be blast finishers, especially given the cooldowns. None of this is unreasonable (well again, I am comparing it to say thief shortbow or ele staff).

Strong damage build for Thief?

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Posted by: Kisses.1054

Kisses.1054

I would hold off until the patch hits before dedicating too many resources towards any current Thief build.

^^^^^
this is good advice
my thief still has some rares armor and no runes lol. still huge damage.
unfortunately i already poured far too many resources into necro, with more exotic gear sets than the class has decent builds.

Backstab is OP but 20k dmg from 1200 range is not?

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Posted by: Kisses.1054

Kisses.1054

I’m with OP.

It’s one of those things (liek thieves) which might not be so bad in the 5v5 format, or even UP in 5v5 format, but in WvW it just simply has no place in the game. [Just like permastealth, backstab build, etc]

You don’t see it coming, due to having many enemies on your screen, and you can’t do anything about it. The damage is a lot higher than the 5v5 format too due to orb and pve buffs.

Backstab is fine...

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Posted by: Kisses.1054

Kisses.1054

I want to see separate pvp/pve changes if they’re going to nerf this.
Keep as is for pve.

The Reason Hotjoin is Unbearable

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Posted by: Kisses.1054

Kisses.1054

i don’t really think this will work.

Who plays hot join to get glory? I know I don’t. It’s meaningless, it gives me no power advantage, just some gear I don’t really care about.

Make getting glory worthwhile. e.g. give xp.

I stand corrected

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Posted by: Kisses.1054

Kisses.1054

I fought players in wvwvw before they went down, horror came up, it died and they popped back up so I always assumed it was the horror causing it. Now this didnt happen every time but I also assumed it was a damage thing like if you do not hit the mob for enough you dont get credit for this kill.

yeah this

Constant disconnecting over last ~5 days

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Posted by: Kisses.1054

Kisses.1054

Since a recent patch I have also been having this issue.
Many many disconnects.
Either when starting game or zoning usually.
kittening annoying.

Random ideas for Necro, write yours too.

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Posted by: Kisses.1054

Kisses.1054

I’m not sure about abilities, but prior to release I wrote a backstory for my character.

She was a norn with an abusive mother who meets this friendly asura who adopts her. But the asura are nasty and tease her for being big and stupid. Later some of the inquest are trying to assassinate her adopted father (who is a mesmer btw) and then she sees grenth there in the room with his hand on the assassin’s shoulder, smiling at her. And then she flips out and kills them all. Except in hindsight, after game release, this would be pretty unrealsitic unless they were really incompetent assassins.

Necromancer staff #1 skill "necrotic grasp"

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Posted by: Kisses.1054

Kisses.1054

lol
ive submitted like 3 or 4 bug reports on this skill

IT IS A BUG TO ME ok

30 points in Deathshroud does not give extra 30% increase???

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Posted by: Kisses.1054

Kisses.1054

Good (kind of) news! Nice to hear confirmation.

I think some clarity on Life Force mechanics would go a long way as well. Some people seem to have come to a conclusion that condition damage does double damage to Life Force and that’s a bit confusing. We also only know that it’s tied in some way to your HP. Knowing if % number is only displayed or actually rounded up at some point would also be very useful. Clarity always helps people who actually want to plan their builds.

And here I was ready to post on this topic until I got banned for useless posts to keep it on the front page as long as possible

This. Some clarification with the apparently extra (up to double) damage from conditions would be appreciated.

GW2 PVP Feedback [Merged Topics]

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Posted by: Kisses.1054

Kisses.1054

Hi I’m new to GW2 and I’m looking forward to competitive PVP.

hot joins
gets zerged
learns nothing

OK I’ve been playing for awhile and I think I’m ready for tournaments

joins free tourney
has no idea what is going on, has never played 5v5, is basically useless
gets crushed by premades

Looks like I need a dedicated team to play this game competitively

tries to find a team
only like 4 people in mists and 2 are AFK

Welp, that wasn’t fun sorry guys

logs ofkittenuninstalls

Oh this is me >_>

It happened over a fairly short time period.

I only log in if i’ve had something to drink 1st now

Does anyone use the signets?

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Posted by: Kisses.1054

Kisses.1054

YUp thanks OP for making this thread.

1. kitteny passive effect. (WORSE even than a flat 90 stat point increase, were it possible. the movement speed is kinda useless. I could see the life force being situationally useful if you are expecting to fight a long time as in pve. annoying that it is in combat, though i can see why.)
2. Long cooldowns (so I guess, whatever the passive effect is, it’s irrelevant since it will never be active)
3. Long cooldowns are not really justified by the active abilities. a tiny heal? a bunch of kitteny conditions (even if u can use them to try to trick an idiot to condi cleanse, or to mask, the cd is just perverse).

Vs InvisiThief as a Conditionmancer

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Posted by: Kisses.1054

Kisses.1054

I’m guessing it was a hybrid build that focuses on stealthing constantly to heal and remove conditions and re-open with stealth attacks?

I’ve done builds like that with P/D and there’s really nothing you’d be able to do about it with a condition build.

Each stealth removes a condition, heals, stacks 2 might, and gives 2 init, then they consantly unload on you with conditions.

If that’s not the case then using aoe’s like marks/grasping hands/enfeeble and kiting should do the trick.

Most thieves will had Hide in Shadow and Shadowstep for 2 complete condition dumps, but that’s 2 dumps on cooldowns as opposed to sustain condition removal. So just keeping pressure on them will force those cooldowns, avoid trying to unload EVERYthing you got onto them and spread it out.

If it IS the P/D condition build I’m talking about, good use of condition transfer will help, as well as trying to bury your bleeds, but again that build is pretty much broken in a 1v1, it’s a true attrition playstyle Necro’s should be jealous of.

Yeah I think though if you manage to keep your distance you will make it harder for them since they need melee range to restealth outside of the longer cooldowns. But this is the least mobile, most cumbersome class trying to kite the most mobile so idk :/ Additionally they can probably easily run away and reset the fight if they get into trouble.

ANd lol yus thiefs being better at attrition /sad
This guy is good and also playing a good class:

Necromancer feels... slow.

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Posted by: Kisses.1054

Kisses.1054

The sceptre cripple and staff chill should really be instant i think. I found these really hard to land in wvw :S People just run out of range.

idk, am sick of devs designing for low or consisten ping and great fps* and not considering that as an mmo they’re gonna have 1. people with lower end machines 2. people who don’t live near the servers. But they bring in fps kitten like dodge with a short window. I have even heard americans complain about seeing the animation happen but nothing happen and wonder why. Ncsoft always seems to have bad servers too.

The latency stuff probably wouldn’t matter if the burst was’t so ridic high, too.

*ok i think they have done ok with the fps performance. compared to swtor wvw lollll

Necromancer feels... slow.

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Posted by: Kisses.1054

Kisses.1054

weird i thought i posted here already.
i have pretty much quit game but i am bitterly disappointed so will probs qq a bit more (mesmer and thief too strong, many people i like did not play because they also did not like the game, they alienated support/heal type players, time to kill is way too short, i had higher expectations etc

for me the only way they can fix it is intro better healing or a healer class or reduce damage across board. if it damages tpvp change tpvp format so it works better. I don’t know why this isn’t considered as an option? e.g. they are so concerned about bunkers, instead of nerfing e..g bunker ele which might affect all ele builds, why not just make it easier to cap with a bunker on the point. or why not introduce different game types. Add to this I doubt tpvp is where the money is, i doubt that many do it /shrug)

-unnecessary long cast times (focus 5, warhorn 5, staff 1, sceptre 1, sceptre 2, dagger 5, DS 1, DS 2)
-huge amounts of channels
-unnecessary slow projectile speed or animation
-snare takes longer to fire than on other classes, this is an issue (all snares)
-sidenote, but i feel our heal animtion is more obvious than [some] other classes too lol
-lack of access to teleport (precasted worm and slow projectile which requires a target don’t count)
-lack of access to leaps (well these are similar to teleports tbh but no break stun)
-sure we have an immobilise but the range is too short
-our pull doesn’t work a lot of the time

So is necro good?

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Posted by: Kisses.1054

Kisses.1054

No.
Have fun playign it for 3 months and seeing 0 fixes

Toughness vs. Vitality for Necros

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Posted by: Kisses.1054

Kisses.1054

That formula is too simplistic.
Whether you should take toughness vs vitality depends on other things such as how much healing you expect to receive before you die, and what proportion of damage you take will be condition damage. Things which vary from fight to fight and are hard to predict in advance.

Here is a more in depth formula/explanation:

http://www.guildwars2guru.com/topic/60838-math-damage-reduction-toughness-and-vitality/

My personal preference for pve and wvw is for toughness since necros have very good condition cleanse options and decent base hp. This being said I always felt more tanky with pvp knight amulet than rabid amulet. Also if you are using something like plague signet and blood is power and getting conditions on you constantly base hp feels squishy. I don’t think it really matters though, since pve you can use anything with success, and in pvp the stats are lumped and fixed, so that you get the simple choice of Amulet A vs Amulet B, which you can just try to see which you prefer.

Another thing to note is that vitality actually gives more to necros than other classes as it adds onto your DS hp. So if you have knigth amulet your DS hp is going to be a lot higher than with no vitality on amulet. (toughness also reduces damage taken in DS… when u consider “hp” in the equation it is worthwhile thinking about how much HP you get from DS in your typical fight as well rather than ignoring it. ).

(edited by Kisses.1054)

Necromancer Status Quo October 2012

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Posted by: Kisses.1054

Kisses.1054

There are massive issues with healing power.
No 1 issue being that actually healing scales better with toughness and protection than it does healing power. I think if you have tried healing power vs toughness you would agree though i have no numbers to back this statement up. Basically if u have higher tough/mitigation, each heal is worth more effective hp to you.
Life leech scales so poorly with healing power that toughness is the stat which buffs it. Only reason to take healing power is for regen or well of blood/consume conditions which scale better than life steals do (although the scaling is pretty bad here too…). I would probably always take some other stat instead.

I think it’s a bit shortsighted of the devs not to see toughness as an alternative (far better) healing power. Why shouldn’t healing power be as good a stat? I remember earlier comments by them along the lines of they’ve tried to make all stats equal power in scaling etc, along with making a user-friendly game [i.e. no noob traps of bad stats or bad traits/abilities]. guess that went out of the window. Especially with necro.

The Female Human epidemic

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Posted by: Kisses.1054

Kisses.1054

Actually i think 40% of player are meant to be female (?)

Anyway, I would have rolled sylvari, but they took out the attractive face before release for unknown reasons. And i see kitten all sylvari.

Is Minion master ok by now?

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Posted by: Kisses.1054

Kisses.1054

So you are saying it is possible to use minions at higher level even they seems so weak ?
> Vitality , toughness and healing power.
Can you provide more details?
You are the only one I saw that thinks MM is good at all so you either just like it as is or
found a way that works.

Indeed , as I mentioned before >> My HP is the biggest one in the game ( when all players down-level to my level). I focus on Vitality as I siphon health from my enemy as long as I breath via Vampiric , Vampiric master and Blood-thirst traits. So it’s rarely to drop to 70%.
I focus on toughness too to absorb much damage that my minions can compensate it by siphoning,
Finally, the healing power is for one thing which is Mark of Blood ( Staff ) that keeps my undead army alive as long as possible.
This is my build to be clear , http://gw2skills.net/editor/?fQQQNAW4YjEal61aua07JApHRT91TK4GcIF3KNA;TAB5WCtkap2SpFlNGbE2YtxZj0mFEjGOQsh4BB4BB
I rarely swim so I don’t care that I can’t use flesh golem in water , however I hope that Anet allow us to use it underwater. As for the issue that our minions agro many foes , just keep walking and they will teleport to u automatically. In dungeons my minions don’t die quickly as striker mentioned as I use mark of blood to keep them alive , if they die , it won’t be any problem as I got -20% recharge on minions skills so I can resummon them quickly so I can keep 3 minions alive out of 6 all the time.

This is very questionable.
Mark of blood is enough to keep them alive through the pbaoe 1 or 2 shots in most dungeons? I don’t think so.
TA: flowers kill golem, first boss ground aoe, spider boss aoe one shot, 2nd spider boss they live, final boss one shot. Similar for other paths. Mesmer boss notable exception.
COE: aoe kills.
COF: I haven’t tried but I assume they get owned by the flamethrower-like aoe and burns.
HOTW: again a lot of ground aoe ice spikes which will kill, underwater bosses will kill though to be fair underwater u dont have much other options for utilities.butcher will kill
AC: I haven’t tried but I think they could work here. lizard guy will kill, lieutenant will kill. but otherwise it would be nice to have them especially if the scavengers may choose to target them with the knockdown instead
CM: not enough runs to comment
arah: good luck :/

non-dungeon pve: they are great.
gathering nodes: if u have squishy gear they are good, tho they slow u down by keeping u in combat they keep aggro off you. If you have knight gear you can just run around gathering without minions and it’s quicker.

Is Minion master ok by now?

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Posted by: Kisses.1054

Kisses.1054

No.
I too didn’t play my necro for a while.
I bought vampirism runes.
Being stupid, I thought they would have fixed the issues with on % hp runes/traits and deathsrhoud by now.
It’s such a boring class.
I mean out of the utlities there are
-a couple which are ok (spectral walk, epidemic)
-one which would be ok if it wasn’t broken (plague signet)
-a few which are ok-ish, against idiots or in point capture (which I personally don’t care about), but require heavy investment in trait
-most which are just plain kitten. signets. corruptions. spectral. (all a very long cooldown for a very small effect). Throw in the poison field spell, not sure what that is classed as but it sucks. ANd of course minions which just flat out do not work. And even if they did they would probably still suck due to low damage, low hp (in pve), and the fact they take up utility slot. Only nice thing with minions I have noticed is when they bodyblock stuff for you, and the minion life steal trait which imo is the best lifesteal trait. They are flat out not viable at ALL in most dungeons. They really need to do something about thsi imo because it affects the entire mechanic of 2 professions (mesmer and ranger).
-same with traits.

Too much useless stuff makes for lack of variety.

Reason for 8v8 in hotjoin.

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Posted by: Kisses.1054

Kisses.1054

yes change it. i have heard absolutely 0 positive comments about 8v8 format

Full Power Necromancer WvW PvP Video

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Posted by: Kisses.1054

Kisses.1054

donno i undestrood pvp >> i was convinced Oo everithing change now..

so, in the build critical chance was 19%

anyway.. the staf without greater marks is quite unplayble.. and.. are u sure that 33% to gain 1% of LF is enough to play a DS build?? i guess no.. in this way u gain always from the mark.. but the little form is a bad thing

critchance isnt 19. he just hasn’t put in the gear into the skill builder. it would be more like 50% if he is using berserkers (minimum ~30% if no trait points in precision tree)
This is without taking fury into account which give another 20%

Full Power Necromancer WvW PvP Video

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Posted by: Kisses.1054

Kisses.1054

This is very nice, I actually watched whole thing for once. I am currently slowly getting a berserker set for my necro; it’s nice to be reminded that the damage can be high on ds and lich #1 since I am losing interest a bit.

Since I take any opportunity to qq: it is interesting that in what I assume is a representaiton of typical or even best-case fights:
-how many times DS 4 gets interrupted, to be put on full cooldown
-how many times people just walked out of the wells. Rly annoying how everything in this game is balanced around conquest, oh it has to be weak coz it can cover a point etc etc.

PHEW...

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Posted by: Kisses.1054

Kisses.1054

All this theorycrafting sounds really interesting, but we already knew that!

There is a problem with something else.

1) The Necromancer isn’t as ‘cool’ as mesmer, thief and ele just because his weapon and utility skills are plain boring. We understand it goes with the philosophy, but what Mr. Karl wrote is just unrealistic. You cant catch a guy with it, since EVERYONE and I mean EVERYONE in this game has very powerful mitigation and escape tools. Everyone except the necro. This directly contradicts the design philosophy.

From blinks, teleports and jumps, through vigor and dodges, to invulnerabilities and stealth these things are hard counters to necros POOR chasing abilities. Chill? Cripple? Dark Path? Just use an elixir or Mist Form or Blink or RtL or Bladetrail or Swoop or Shadowstep. GG. You just did escape necro’s unevitable attrition!

2) Necros are mostly about spamming aoe’s and occasional fear to rupt some important actions. There is no dynamic to necro. For me, it’s a deal breaker.

It’s not about necro being weak, you just designed a boring profession. Boring to play and boring to watch. So boring.

The proof, a weak one, but still, is the BWE video collection where there wasn’t a SINGLE Anet dev playing a necro. All the streamers, including Mr. Karl preferred to play ele and mesmer, since they are just better designed, more awesome and dynamic.
We cannot blame them though, who would like to jump around spamming marks and scepter.

Ohh and while we’re here – give the ranger and warrior some real elite skills since those they have are just a contradiction of awesomeness so I can actually play the dynamic game that was marketed.

I feel I wasted my time on necro.

Yeah they’re just bornig basically.
So far of the classes I’ve played only elementalist has really felt like a proper mmo class (i haven’t really tried engineer properly so idk about them). Mesmer was too passive and easy although it certainly does seem to have a lot of options/builds which could make it fun to mess around with.

I thought the thing with necro was they were goign to be very painful to kill i.e. if you did not burst them or chain cc them in the first ten seconds the odds would be heavily in their favour and they would be the class which just wouldnt die. Last game I played was swtor and sentinel could chain together its survival cooldowns to not die, and although the frontload damage was not great, damage over time was high and class had self heals so longer fights were usually to its favour.

gw2 just had a lot more damage than I expected. More damage than many games with healers lol. (and it has chain cc too so ??). And it feels like things like necro life steal etc are balanced for a game where the damage is not so high.

Minion Master.....OP TPVP

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Posted by: Kisses.1054

Kisses.1054

Yeah about that. Bone Minions are bugged. They trigger two blast finishers each.

Really?
Mark of blood on dodge also seem to be acting as a blast finisher

Thief has better health syphon than the necromancer.

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Posted by: Kisses.1054

Kisses.1054

No they do nthing while you’re in DS.
I dsiagree with what OP says about no regen. We can get constant regen.
But I agree on the life siphon being crap.

PHEW...

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Posted by: Kisses.1054

Kisses.1054

Dark path used to be a quick ground targeted teleport. /sad

PHEW...

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Posted by: Kisses.1054

Kisses.1054

I can see how that’s the philosophy for the class. It appeals to me and so on but currently it just doesn’t work otu like that. esp with stuff like condition cleanse.

I play thief in wvw and you can chase pretty much everything down, it is kittening awesome. And flipside→oh there is trouble? I can get out in seconds. Can’t speak for spvp but i think theyre fairly hard to kite there too.

Best way to get Cond/Prec/Tough Exotics?

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Posted by: Kisses.1054

Kisses.1054

Why does appearance matter if u can just transmute and you’re after stats.
TA is the fastest.
HOTW is stupid slow since teh bosses have a lot of hp and toughness. However there is a secret way to make it go a lot faster (which most pug groups probably know of if u dont).
Just run them both if u are rly desperate.

I'd rather have reanimator disabled until a fix is ready.

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Posted by: Kisses.1054

Kisses.1054

here is test i did today. I’m not sure tho, if my friend did more dmge to them maybe he would have rezzed if it’s like a pve mob. I never did enough pvp to encounter this bug if it ever existed. I definitely remember killing jaggal horrors before in spvp and being like “wut no rez, I thought there was a bug”.

I'd rather have reanimator disabled until a fix is ready.

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Posted by: Kisses.1054

Kisses.1054

Regardless of whether it rezzes for spvp it
1. keeps you in combat
2. is problematic for some dungeons such as the giant in arah where it would be actually better to have nothing

I tried testing with a friend a couple hours ago and he couldn’t rezz off it. However Im wondering whether it’s like pve where you have to do a certain amount of damage to a mob to rez off it and maybe he didn’t have time to damage it enough. I cant be bothered to test this properly tho.

(edited by Kisses.1054)

I feel that Necro might be as The beloved Magus

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Posted by: Kisses.1054

Kisses.1054

Except at least u could use magus for rift bombing. They also had a multiplier for sorc damage (corporeal debuff? or spirit debuff?) which could make sorcs do crazy damage if I remember correct. Agree that they sucked tho BUT there was a reason to take them in a group/wb

Like qspec I was also thinking about rolling a mesmer. But I was like no, they are very buggy, got many useless traits, and their mechanic is a gimmick which can be shut down with aoe. [their utilities were always good tho outside of mantras which i personally hate]. Necro had been OP->UP->OP->UP etc in beta so I rolled that but they have turned out fairly meh. I thought they would be overpowered due to the second hp bar. That turned out well for me lol. Actually I still hate mesmer for pve.

Shroudstomp 2 INTRO: Necro versus Thief

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Posted by: Kisses.1054

Kisses.1054

It’s a nice video.
One of the first few thieves was backpedalling :S

Death Shroud Stomping/Reviving Exploit or Bug? [my Hotjoin sPvP Match video inside]

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Posted by: Kisses.1054

Kisses.1054

Agree with ur take on it

Aggro on the Necro.

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Posted by: Kisses.1054

Kisses.1054

Yes I have noticed this.
Something to do with boss targeting person with highest armor/vit I think.

Ignore Mode: ON

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Posted by: Kisses.1054

Kisses.1054

You can tell when he is infracted since it will say “xxx was infracted for this post”. Saw some other guy get this for a similar thread where he was asking for feedback.

Death Shroud HP Pool (?)

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Posted by: Kisses.1054

Kisses.1054

It (i.e. extra damage from conditions) just seems so strange I am inclined to think it is unintended bug, with rounding as the most obvious possible cause.

If I later see it in the ability description instead of see it being fixed so DS acts like a normal hp bar I will be extremely annoyed.

Give Us Greatswords!

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Posted by: Kisses.1054

Kisses.1054

Dual wield swords with lots of over the top animations and a leap plz.

Dual wield for me is always cooler than greatsword. I block you and stab you in the stomach with my other weapon.

Your top 3 most useless skills and traits

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Posted by: Kisses.1054

Kisses.1054

The regen is all right.
I can see dark armor working at least for pve given how many channels we have (dagger 2, DS 4, axe 2).

Placing spectral wall is a massive pain.
Jaggal horrors suck.
Yup agree spectral armor sucks.

I’m curious how people feel about signets?
Assuming plague signet is fixed it would be ok, but the others…

-Mediocre heal on super long (60sec) cooldown with passive 10% runspeed which is not stacking with dagger runspeed or swiftness.
-Aoe rez with the passive as 1% life force every 3 seconds only in combat. It might as well not have a passive.
-signet of spite: power passive (ok not nonexistent but fairly minor) with a pathetic active IMO. Cripple, poison, blind is nice. But 90s cooldown? And the bleed stacks are too small to put any pressure. Also no burn or confusion. The only use I can see for this is to try to scare someone into wasting their condition removal (which probably has a shorter cd than 90 sec) or to cover a large bleed stack, but you can cover with other things and again the cooldown.

Just seems like our signets really suck as compared to other class signets and I’ve never really found a reason to use them. Warrior signets = yup better. Thief runspeed signet = amazing. Thief precis signet is pretty good too. Ele immob signet. Or ele burn signet (it’s not great but compare it to our signet of spite). Also compare the cooldowns on our signets vs theirs. I think ranger signets are decent as well since I see rangers using them.

Just ONE Thing Next Patch Anet Plz?

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Posted by: Kisses.1054

Kisses.1054

Yup. I cannot play my necro in dungeons anymore. I play my ~12k hp thief. I’m an impatient person; no way am I going to play necro when I can reduce the time to kill in dungeons by playing something with 2x the dps (I have no idea what the actual dps difference is; but thief is a lot higher). My SB autoattack is quicker than staff, does same or more damage, and is aoe.

I imagine warrior is even better because you even get higher armor and hp for free, and still insane dmge.

Compilation of QOL Issues

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Posted by: Kisses.1054

Kisses.1054

1. staff autoattack sound. cast time. projectile speed. fact projectile is only 20% chance (why??)
2. no ae melee autoattack.
3. Long cast time on locust swarm (and other spells). Long cast times in general.
4. Minions not regenerating hp so after a battle they remain low hp, sometimes almost dead, but you have no way to desummon them.
5. Blood fiend heal is LOW i.e. like a signet to balance the constnat heal however there is no accounting for the large risk you entail by having your heal be killable. Almost no one uses this heal for a reason.
6. Lack of power ae. Wells due to their other effects are too long cd. DS 4 is too long cd. Piercing attacks suck (as compared to, say, bouncing attacks).

I don’t think changing any of these things would change pvp balance.

LFG (Consistent Dungeon Runs) HoTw + Arah

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Posted by: Kisses.1054

Kisses.1054

whyyy
hotw is like the most boring dungeon in the game :/

Conditionspec Help/Improvements needed

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Posted by: Kisses.1054

Kisses.1054

I have read a necro complaining that in arah he had issues because when fighting that giganticus guy his jaggal horrors (death magic minor trait) would spawn, run to boss and cause grubs to spawn on them, which would naturally reach the boss and give him buffs. Which was detrimental to his group so he felt forced to spec otherwise despite the staff traits and toughness.

As I have not done arah before I cannot comment on how critical this issue is, but it is something to keep in mind.

ps: twilight arbor is stupid easy and you can get the same stats from it

Another note: unless you are going to be running wiht a fixed group you are probably going to get depressed seeing bleed stacks at 25. I do not like condition build for this reason. I also do not find the rotation fun. Funnest build I have played was very high toughness with life steals, regen, life steal food and on weapon.

30 points in Deathshroud does not give extra 30% increase???

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Posted by: Kisses.1054

Kisses.1054

Thanks for testing kisses. If someone has gasp friends they could test it with that would be beneficial. Right now all the tests I’ve seen are self dots.

Considering how many of the games systems seems to get confused with the difference between life force and health while in death shroud it wouldn’t surprise me if there was a need at one point for a special case to make conditions do damage to death shroud and it was never removed.

Anyway, just thinking out loud for my curiosity’s sake.

Yeah it’s funny, when i was testing the SR (first time I have specced it since beta) I immediately found a hp vs. lifeforce trait bug I hadn’t encountered before: locust swarm surrounding my DS at a random percent. So I had to redo.

I got kind of inconsistent results for the SR, seemed around 27-28k w/ full SR and 200 vit testing vs power damage. Regardless it is not what it should be if it is really giving 30% (should be 31k)